Categories
Game Design Game Development Geek / Technical

Toytles: Leaf Raking Progress Report – A Little More Conversation

Last week, I reported on the progress of my first few sprints to create updates for my leaf-raking business simulation Toytles: Leaf Raking.

Sprint 4: More personality injections

Last week’s sprint plan included:

  • Give each neighbor unique text as unhappy clients
  • Add variation to weekend flavor text

I was able to work 5.25 hours, but unfortunately part of that time was used to create the v1.4.1 release for both the App Store and Google Play.

Unfortunately, it’s not yet an automated process. Well, the Android build is mostly automated. I can run a single command and have a release APK ready to install on my own devices to test with or to upload.

But due to Apple changing requirements every so often, breaking old scripts and how-tos, I unfortunately can only get so far before I need to fiddle with things in Xcode in order to create a publishable release for iOS.

I have it mostly down to only a few manual steps related to getting the app icons setup at this point, but it’s still tedious and annoying that I need to do so.

I decided to work on the weekend flavor text, which is all I finished for this sprint unfortunately.

There were originally two random dialog sequences that occurred when you woke up on a weekend, telling you about a dream you had. Now there are 11 more.

New dream

Part of the time was rewriting some of the code so it was easier for me to add a dialog sequence. I think ultimately it would be best if I could change the code to load the scripts from a text file. For now, I’m adding the scripts in code, which requires a recompile to test each time. But it works.

None of these events make a difference to the game play. That is, they don’t help or hinder your progress towards earning enough money to purchase the Ultimate Item(tm).

So why do it? It’s all part of my attempt to inject some personality into the game.

And eventually I would like to add weekend events that allow the player to make a decision that could, in fact, make a difference. So for now, I’m laying the groundwork.

Until next sprint

So this week’s sprint I will definitely get to the unhappy client dialog. I have some marketing screenshots to update, partly due to the copyright date, and I want to streamline the way you wait for rain to end so you can get back to raking as it is currently a bit clunky.

I’d also like to invest in getting the release builds a bit more automated, and I am kicking my Past Self for not spending more time on automated tests so I didn’t have to verify that I didn’t break anything each time I make a change. I’m slowly improving the code as I go along so that it is easier for Future Self, but Past Self is a short-sighted jerk.

Toytles: Leaf Raking Player's Guide

Want to learn when I release updates to Toytles: Leaf Raking or about future games I am creating? Sign up for the GBGames Curiosities newsletter, and get the 24-page, full color PDF of the Toytles: Leaf Raking Player’s Guide for free!

Categories
Game Design Game Development Geek / Technical

Toytles: Leaf Raking Progress Report – Having a Dialog

A few weeks ago, I started working on a new set of updates for my leaf-raking business simulation Toytles: Leaf Raking, originally released in 2016.

I wanted to focus on making the neighborhood come to life by giving it some personality and character. I plan to do so by allowing your neighbors to talk about story lines happening in their lives.

My current project plan is in a spreadsheet I manage through LibreOffice, and with the COVID-19 pandemic, it took me quite a few months before I could focus on it. It mostly came together in June.

The original plan was broken down into weekly sprints, and I decided to continue to do so despite not having nearly as much capacity to get much done in a given sprint. Still, having a plan did wonders for my productivity.

What follows is a quick report on how the last few weeks have been.

Sprint 1: Start of personality injection

The first sprint was from June 21st to June 27th, and I wanted to get a few things done:

  • Give player option to accept a client when visiting a neighbor
  • Update copyright date on title screen
  • Chat w/ Mr. Matt at General Store
  • Give each neighbor unique chat text

Before that sprint, visiting a neighbor was the same as asking for work. Effectively, it meant you never visited anyone because you didn’t want to take on too many clients, which meant most of the neighborhood was pointless. This change should open up the way towards future work which will allow the neighbors to have more personality and give the player a reason to chat with them that doesn’t involve cold calling them for business.

I wanted to add the ability to talk to the store owner for the same reason. He doesn’t even exist in the game except for his name being on the store, and I want to make him a living, breathing character, too.

I wanted to update the copyright date to make it dynamic instead of baked into the title screen art, which should make it easier to update in the future. It was a fairly straightforward change.

And once you can visit a neighbor without asking for work, I wanted the ability to hear each neighbor say something unique when you call upon them. This change should mean that the neighbors are no longer essentially interchangeable numbers in a simulation, even if it is only one piece of dialog.

For that sprint, I did 2.5 hours of game development. It may not sound like much, but…well, it isn’t much. But again, we’re in a pandemic, I have kids, and there was some turmoil at my day job, so all in all, I think 2.5 hours sounds like plenty. Well, not really. I still worry when I don’t get much done in any given week, lamenting that if I was focused full time on it that I could probably get it all done in a day, but I’m trying not to dwell on it.

Unfortunately, I only got the copyright update and the visit option done.

Sprint 2: Start of personality injection (continued)

It took the next sprint to get the other two pieces of work accomplished, and that took me 7.75 hours of work, which included putting together the v1.4.0 release for both Android and iOS.

Mr. Cardinal's greeting

Sprint 3: Start of personality injection (continued)

Ok, so my first update to Toytles: Leaf Raking has introduced the tiniest amount of personality to the neighbors. To build upon it, last week’s sprint from July 5th to July 11th focused on writing more dialog:

  • Give each neighbor unique text as clients
  • Give each neighbor unique text as ex-clients

There are 19 neighbors currently in the game. The v1.4.0 release has the neighbors say something unique, and now I wanted them to say one thing as a prospective client, one thing as a client, and one thing if they become an ex-client.

For example, Mrs. Smith is a sweet neighbor who loves it when you visit, so she says, “It’s always a pleasure to see you.”

Once she hires you, she says, “I’m so proud of you. It’s a joy to see you work hard. I’m sure you’ll go far in life.”

And if she has to fire you for doing a poor job of raking her leaves, she says, “Well, not everything works out. I’m sure you’ll bounce back.”

Not all the neighbors are so nice.

Last week I did 3.75 hours of game development, finishing the sprint very late on Saturday night. Considering I also spent 2 hours writing a blog post and a newsletter mailing to announce the published update from earlier in the week, I felt like I did well to make time for the project, all things considered.

I also gained a greater appreciation for the work of game writers.

Sprint 4: More personality injections

Which brings me to this week’s sprint:

  • Give each neighbor unique text as unhappy clients
  • Add variation to weekend flavor text

Currently, if a client is not happy with you, you will learn about it in the morning from your mother. She will inform you which clients are worried that their lawns are not being taken care of, often when over half of the lawn is covered in leaves.

Mom about to tell you bad news

But if you talk to those clients, they will continue to say the same thing they said before. Giving them something to say when they are still clients but are also concerned about your work is once again adding a little more personality and character into the game. Eventually I’d like to get to the point where the way they say something is impacted by your reputation with them, the weather, and possibly anything that is happening in their lives unrelated to your work.

Another area of the game that could use some variety is the weekend text. On weekdays, you wake up, go to school, and then come home to start your day. On weekends, however, you currently get to hear about one of two dreams you have. I want to add at least one more weekend dialog for each week.

Eventually that weekend dialog should have random events, such as a neighbor willing to pay double for getting to their lawn that day, or perhaps you learn that a client has a nephew in town who raked their leaves for them so you aren’t needed that day. But that kind of feature will be for a future update.

Until next sprint

I hope you enjoyed this behind-the-scenes report of my progress on Toytles: Leaf Raking’s Personality Injection updates. I plan to provide a weekly report going forward.

While I would love to have a huge big bang update to release with a ton of changes, I will instead be working slowly but surely, adding a little character each time. Eventually, the game will feel completely different, but I will get there one step at a time.

Toytles: Leaf Raking Player's Guide

Want to learn when I release updates to Toytles: Leaf Raking or about future games I am creating? Sign up for the GBGames Curiosities newsletter, and get the 24-page, full color PDF of the Toytles: Leaf Raking Player’s Guide for free!

Categories
Game Development Games Marketing/Business

Say Hello to Toytles: Leaf Raking v1.4.0

I just released a new update for Toytles: Leaf Raking, my family-friendly leaf-raking business simulation available for iPhones, iPads, and Android devices. Learn how to get it at the Toytles: Leaf Raking page.

Version 1.4.0 is a small update that allows the neighbors to express themselves in unique ways.

Toytles: Leaf Raking

Before this update, the neighbors were all mostly interchangeable. They had a unique picture and name, and each had their own house in the neighborhood, but otherwise they were identical in terms of behavior. They could hire you, but then you would never hear from them again unless they fired you.

Mr. Cardinal's greeting

Now you have the option to visit with your neighbors, and they will each have a unique greeting for you.

Even the store owner, Mr. Matt, has something to say, whereas before he only existed in the name of the store and otherwise made no appearance in the game.

Mr. Matt's greeting

This latest version is the first of what I refer to as the “Personality Injection” updates.

My plan is to slowly add multiple storylines for each of the 20 or so neighbors and provide ways for your actions to potentially impact them. For example, Mr. Cardinal, your first client, is an inventor, and one of his storylines will follow his attempts at creating something that gives him the prestige he has always desired.

It’s my attempt to give the game more character, and I look forward to exploring the hopes, dreams, aspirations, and fears of the town’s inhabitants.

Toytles: Leaf Raking Player's Guide

Get the 24-page, full color PDF of the Toytles: Leaf Raking Player’s Guide for free by signing up for the GBGames Curiosities newsletter!

Categories
Game Development Games Marketing/Business

Announcing: Toytles: Leaf Raking, Now Available on iOS

I’ve finally gotten around to porting Toytles: Leaf Raking, my family-friendly leaf-raking business simulation, to iOS so now you can get it for your iPhones and iPads.

Download Toytles: Leaf Raking on the App Store!

Download on the App Store

Toytles: Leaf Raking

I originally created the game in 2016, and I’ve updated it a few times since then. My original announcement for the Android release of Toytles: Leaf Raking on Google Play was met with some enthusiasm (thanks, Mom), and I have been slowly making improvements and plans for newer features since its release.

I was quite proud of the game, and I had plans to update it sooner, but I had a few changes in my life occur. One request I received was to get the game out for iOS, and and I am happy to say that after only a few short years, it is now available.

I hope you enjoy it!

Toytles: Leaf Raking Player's Guide

Get the 24-page, full color PDF of the Toytles: Leaf Raking Player’s Guide for free by signing up for the GBGames Curiosities newsletter!

Categories
Game Development Geek / Technical Linux Game Development

Screenshots Made Easy with Window Resizing Tool wmctrl

I needed to create screenshots for the iOS port of Toytles: Leaf Raking, my leaf-raking business simulation. My game doesn’t have a built-in screenshot shortcut key, and I needed screenshots that were 2688×1242, 2208×1242, and 2732×2048.

Immediately I knew I didn’t want to resize windows by hand, as it would be annoying and error-prone. Was there a tool that let me do it in a much more controlled manner?

I did a search, and I came across this Ask Ubuntu question about resizing windows to a particular width and height.

That’s when I learned about wmctrl. It is a tool that allows you to interact with the X window manager, which is the main windowing system used by GNU/Linux desktops.

I ran the following command to find the window of the running game:

wmctrl -l

It output a bunch of windows and showed me that I had:

0x0320000f 2 [machine name] Toytles: Leaf Raking

And then I used the ID corresponding to the game to resize that window:

wmctrl -i -r 0x0320000f -e 0,10,10,2688,1242
wmctrl -i -r 0x0320000f -e 0,10,10,2732,2048
wmctrl -i -r 0x0320000f -e 0,10,10,2208,1242

And then I just navigated around my game, found a good spot to take a screenshot, pressed Ctrl+PrtScn to take the screenshot, then resized and repeated for the various iOS sizes.

I then used Gimp to remove the top 30 pixels which was just the title bar of the window. I think I should be able to take screenshots without the window decorations, but I haven’t researched it yet.

I think I’d like to create a script to handle resizing, taking the screenshot, cropping the top 30 pixels, and placing into the appropriate screenshot folder, but I’ll probably create it next time I need to make screenshots, which might be sooner than I think.

Categories
Game Development Geek / Technical General Personal Development

Derek Yu’s Updated Pixel Art Tutorial

In ancient times, around 2005, Derek Yu of Spelunky fame created a 10-step pixel art tutorial. It took you through the process of creating a cartoonish lucha lawyer, including brief discussions on lines, shading, dithering, and more.

Derek Yu's pixel art luchador
As seen in archive.org’s history of Derek’s old site.
Also, Derek, please don’t sue me.

Yu recently tweeted that he’s rebooted the tutorial, which can now be found at https://derekyu.com/makegames/pixelart.html and takes you through drawing an orc.

Derek Yu's orc from start to finish
Who would win, this orc or the law?

It’s a more detailed tutorial, and it shows what Yu has learned about teaching pixel art with almost 15 years more experience since the original was created.

There’s also a tutorial about common pixel art mistakes to go with it, so you can see what you’re doing wrong as you try to follow along.

Thanks for contributing to the world of game making, Derek Yu!

Categories
Game Development Marketing/Business Personal Development

Get Energized and Stay Motivated with Slides from my April 18th IGDA Des Moines Presentation

Most indies pay little attention to their purpose, mission, and vision, but then again, most indies don’t have sustainable businesses. The vast majority don’t make $500 in a year.

Rolling the dice and hoping for a hit, or at least something that earns enough to fund the development of another game, is not a serious strategy.

And there are a lot of new new indie game developers struggling with motivating themselves to work on their projects for more than a few days at a time before the pain of the creative effort overwhelms any enthusiasm they had to be a game developer. There are always posts online asking for tips of staying motivated.

At the most recent IGDA meeting, I presented an updated version of my 2014 talk Playing the Long Game: The Vital Importance of Purpose, Mission, and Vision to Your Indie Game Development Business.

I’m running my business part-time as I have a day job, but doing a poor job of running GBGames as a full-time independent game developer from 2010 to 2012 taught me some major lessons about running a business. Other indie game developers could benefit from my experience.

While there is no video of the presentation, I uploaded the slides with notes in a few formats:

Knowing who you are and what you stand for will go a long way towards reducing the stress and pain and fear that can otherwise be a regular part of running your own indie game development business.

At the very least, it will give you the energy and motivation to keep working on your projects for the long haul.

Categories
Game Development Personal Development

See Me Present at IGDA Des Moines on Tuesday, April 18th

The Des Moines chapter of the International Game Developers Association meets every third Tuesday of the month, usually at the Gravitate offices, a workplace community for entrepreneurs, freelancers and remote workers.

At this Tuesday’s meeting, I’m excited to be presenting an updated version of my 2014 talk Playing the Long Game: The Vital Importance of Purpose, Mission, and Vision to Your Indie Game Development Business, sharing lessons that can be drawn from my experience running an independent game development business full-time between 2010 and 2012, and talking about what I’ve done with my business since then based on those lessons.

Many indie game developers dive into the business head-first with nothing much more than a vague dream and some hope, and often with disastrous results. My aim is to help you clarify your Why, your What, and your How so that your efforts are clear, focused, and more decisive, both immediately and in the long term.

I hope to see you at this free event, whether you’re an established game developer, an aspiring one, or someone who is interested in learning about the behind-the-scenes of games.

You can register for the IGDA Des Moines April meeting, mainly to ensure we’ll have enough pizza and drinks for everyone. B-)

Categories
Game Development Geek / Technical

Book Review: Behavioral Mathematics for Game AI by Dave Mark

Behavioral Mathematics for Game AI Book

Intrinsic Algorithm’s Dave Mark, a fixture at the Game Developer Conference’s AI Summit, is also the author of Behavioral Mathematics for Game AI.

Most game AI literature covers the basics in a general way, such as finite state machines, flocking and steering to control movement, pathfinding algorithms such as Djikstra’s or A*, goal-oriented action planning (or GOAP), and more.

Mark’s book, however, covers a specific topic in great depth: game AI decision-making.

You might have a character that can do interesting things such as hunt, flee, eat, track, alert nearby allies, etc, but if you don’t create a good system that allows that character to make decisions between those behaviors, it may not convince your players that it is intelligent at all.

The goal is to create behavioral algorithms to get computer-controlled agents responding to their environment in believable and sensible ways. To get there involves a journey through the subjects of psychology, decision theory, utilitarian philosophy, and probability and statistics, among others.

Mark was great at walking you through each step of this journey, combining theory with detailed explanations and examples, including code. Sometimes I felt the detailed explanations were a bit too detailed, but at no point did I feel like I was lost.

He never made a leap in logic that left me behind because he was holding my hand at every step of the way. Sometimes I appreciated that hand-holding, especially for the more involved statistics, but there were a couple of times when I found myself getting a bit impatient and wanting to run ahead.

And it is probably partly due to the fact that it’s a long journey. At one point, I realized I was over 300 pages into the book without feeling like I knew how to integrate and apply all of the individual tools I was learning into a cohesive system.

The examples he used to illustrate his point were sometimes bizarrely relatable. I have never tried to create a model of my behavior related to when I decide to replace my older razor blades with newer ones, but Mark did, and I actually found myself nodding with recognition that I do tend to use my last blade in the refill pack for way longer than my other blades.

Other examples demonstrate how his utility-based decision-making system can address problems with past games, such as the strategy game AI that kept sending its attack force towards the most vulnerable target. Savvy players can keep defensive forces outside of city walls, then place them in the city at the last moment and moving units out of a city far away. By doing so, they could keep the AI units moving back and forth, unable to carry out an attack, for as long as they want.

Solving this issue involves giving the AI the ability to have decision momentum by making decisions include all of the relevant information. The AI isn’t just deciding what city to attack. A single decision is what city to move to AND attack, which incorporates the time it takes to travel to a target city. Suddenly, the decision to change course in order to attack a different city is a bit more painful, and so the current target is more likely to be maintained.

I appreciated that he covered the problem of having the AI always making the best decision. While academic researchers might love that result, players are likely to find such AI as unrealistic and, worse, uninteresting. And if there are multiple AI agents that do exactly the same thing simultaneously, it’s even more of a problem. So there’s an entire chapter on ways to ensure that the game AI can be reasonable yet still interesting from one play session to the next.

The book was published in 2009, and so you would think it means that any information you could glean out of it would be obsolete after almost 10 years of advances and progress in the field. And yet, the basic decision-making system that drives behaviors is still relevant.

One of the benefits of reading an older book is seeing the ideas of that book illustrated in front of you in other media.

You can see Mark’s talks with Kevin Dill from GDC 2010 and 2012 in the GDC Vault. Improving AI Decision Modeling through Utility Theory and Embracing the Dark Art of Mathematical Modeling in AI both introduce the use of this utility-based system in games.

In 2013, Mark’s portion of the panel Architecture Tricks: Managing Behaviors in Time, Space, and Depth introduced the Infinite Axis Utility System, which takes the concepts from the book and puts them together into a simple yet powerful architecture.

In 2015, Mark and Mike Lewis presented Building a Better Centaur: AI at Massive Scale, in which they describe the Infinite Axis Utility System that was the architecture behind an MMO.

I’ve seen these videos before, but having now read the book, I found that upon rewatching them that I understand the sections on response curves and how they apply to the actions the IAUS chooses.

Behavioral Mathematics for Game AI is not a beginner’s book at all, but if you are interested in learning how to give your AI powerful reasoning abilities that produce rich, believable behaviors for your players and want it to be easy to understand and design with, I’m not aware of another book on the subject that is as accessible as this one.

Categories
Game Development Marketing/Business Personal Development

Looking Back on 2016; Looking Forward to 2017

Wow, it’s almost February? I’m incredibly overdue for the blog post in which I give a post mortem of the previous year and talk about my plans for the coming year.

Which isn’t to say that I’ve been doing nothing this past month. I just haven’t prioritized telling you about it over actually doing it. B-)

WHAT WENT WELL IN 2016

As I said in 2015, I improved my ability to remember my goals. I no longer did the equivalent of setting New Year’s resolutions that I forgot within weeks. Throughout the year, I knew how well or poorly I was doing according to metrics I tracked.

Unfortunately, it meant that I was very aware of how poorly I was doing most of the time.

Last year I set out to build on my success with remembering goals by focusing on what’s needed to actually accomplish those goals.

One big and important improvement I had was in the area of project planning.

In the past, even if tried to be formal about my project management, my actual planning efforts never amounted to more than creating a list of tasks.

Now, some developers find that they can do just fine with nothing more formal than a TODO list or two, and it worked fine for me if I just wanted to know WHAT to work on and maybe even in what order.

But when you’re a lone wolf indie game developer, you need to wear a lot of hats. I had no problem with donning the Software Developer Hat, but my Producer Hat was neglected and gathering dust.

So I might spend weeks working on a particular feature or task without realizing it because I never stopped to think about how the entire project’s progress was being impacted.

At the beginning of the year, I spent quite a bit of time in project planning mode. I even wrote about how I approached it in How to Create a Game Development Project Plan. Then I dove into executing the plan.

And I was very pleased at how well following the actual plan worked for me. Even when my project started running late and surprises appeared that I hadn’t planned for, having a more active Producer Hat meant that at any given time I was focused on actually shipping my game.

Which leads me to the next thing that went well: I shipped!

I published my business simulation game Toytles: Leaf Raking for Android.

I still need to write the post mortem for it, but it is my first finished commercial project in years. While there are still features and content I wished I could have added, I’m proud of what I put together.

The release of my first commercial game in years also gave me my first sales in years. After earning $0 in 2015, I like this new trend of actually earning money from my business.

Speaking of money, 2016 was also the first time I put together a detailed budget for my business.

I used to track my expenses and income as they happened, and my aim was to ensure I had enough money in my bank accounts to cover everything.

But I got tired of learning that my bank account balance was lower than expected, only to discover that an automatic renewal on domain names or web hosting had occurred. I felt like I should be able to anticipate such regular expenses instead of being surprised by them.

So, I put together a projected budget, which allowed me to see not only how much I anticipated spending in the coming year, but also when my expenses were expected to spike. For example, I knew that my annual web hosting renewal was coming up in August.

And then I tracked my actual expenditures against the budget. It was eye-opening, and not just because I was able to quickly learn that my web host increased its rates without telling me before autorenewing. B-(

As a side effect of being hyper-aware of where my money was coming and going (er, mostly going), I also added to my budget a plan for a monthly investment into my business. I managed to add a significant amount of money into my business bank accounts by the end of the year.

Also, I updated my website, which is something I’ve been meaning to do for quite some time. My blog used to be completely separate from the main site, and now it’s integrated.

WHAT COULD HAVE BEEN BETTER IN 2016

Aside from my newly detailed budget and more robust project plan, I didn’t have plans for much else.

I wish I had spent some significant time on creating a promotion plan for Toytles: Leaf Raking. I had done some keyword research and put together a list of reviewer contacts, but most of my effort was spent on actually finishing the game.

Once it was nearly ready, I struggled to make forward progress on getting it in front of people. I realized quite late that the reason I was struggling was because I had no real plan to make it happen.

I didn’t even blog much about it, so I rarely mentioned it during development. I was a bit too accidentally secretive.

For a long time, I had a TODO item on my list to create a skill development plan for myself. I wanted to direct my learning more rather than pick up things haphazardly, but all of 2016 passed without such a plan in place.

I read 54 books, but only 8 were business related, of which I believe only one was game development related.

My project ran late. I didn’t plan for balancing the design, and so quite a bit of work to make the game feel complete wasn’t in the original plan.

Had I published it in three months, I would have had the rest of the year to figure out how to promote it. I wanted to try earning $1,000 by December 31st, but between the late release and my lack of promotion, I fell way short of that mark.

WHAT I WANT 2017 TO LOOK LIKE

2015 was about keeping my goals in front of me and establishing habits.

2016 was about being outcome focused. I logged more game development hours in 2016 than in 2015, but the more important thing was that those hours were aimed at targets.

In 2017, I want to focus on promotion and sales.

Which means I’ll be putting together concrete, specific, actionable plans instead of hoping and praying, or haphazardly trying to tweet about what I’ve made, which is basically the same thing.

I’ve already started the year with efforts to port Toytles: Leaf Raking to other platforms. More platforms means more opportunities for people to find my game. First up is GNU/Linux, mainly because it is my development platform and is easiest for me.

But what about making other games? Project planning is one thing, but product planning is another thing entirely. I have various ideas for new games, but I don’t want to be random about picking something just because it appeals to me. It will be easier to promote new projects if I do my market research and ensure my projects already appeal to players.

My blog has historically been about running an indie game development business, and so my audience has been other game developers primarily. My customers, however, aren’t going to be other game developers and aren’t necessarily going to care about what happens behind-the-scenes.

The thing is, I like writing what I’ve been writing on my blog and don’t want to stop. Can I address players more directly, or do I need to separate my business from my blog to do so?

I am confident when it comes to creating games, but thinking about selling them is both exciting and terrifying to me, the way new things often are.

2017 is when I challenge myself to be incredibly proactive about putting myself and my work out there.

Let’s start. Oh, and happy new year!